This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Basics
Rendering
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
VR-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Unigine::Materials Class

Header: #include <UnigineMaterials.h>

Interface for managing loaded materials via the code.

All materials existing in the project are preloaded at Engine initialization depending on the materials preload mode specified by the materials_preload console command and saved on world's saving or on calling the materials_save console command.

See Also#

  • C++ API sample located in the folder <UnigineSDK>/source/samples/Api/Systems/Materials

Materials Class

Members

void setPrecompileAllShaders ( bool shaders ) #

Sets a new value indicating if shader precompilation is enabled.

Arguments

  • bool shaders - Set true to enable shader precompilation; false - to disable it.

bool isPrecompileAllShaders() const#

Returns the current value indicating if shader precompilation is enabled.

Return value

true if shader precompilation is enabled; otherwise false.

int getNumMaterials() const#

Returns the current number of materials loaded for the current project.

Return value

Current number of materials.

static Event<> getEventEndReload() const#

event triggered after all materials are reloaded (i. e. execution of reloadMaterials() is finished), if the materials_reload_event console variable is enabled. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Notice
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Source code (C++)
// implement the EndReload event handler
void endreload_event_handler()
{
	Log::message("\Handling EndReload event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections endreload_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Materials::getEventEndReload().connect(endreload_event_connections, endreload_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Materials::getEventEndReload().connect(endreload_event_connections, []() { 
		Log::message("\Handling EndReload event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
endreload_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection endreload_event_connection;

// subscribe to the EndReload event with a handler function keeping the connection
Materials::getEventEndReload().connect(endreload_event_connection, endreload_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
endreload_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
endreload_event_connection.setEnabled(true);

// ...

// remove subscription to the EndReload event via the connection
endreload_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A EndReload event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling EndReload event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Materials::getEventEndReload().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId endreload_handler_id;

// subscribe to the EndReload event with a lambda handler function and keeping connection ID
endreload_handler_id = Materials::getEventEndReload().connect(e_connections, []() { 
		Log::message("\Handling EndReload event (lambda).\n");
	}
);

// remove the subscription later using the ID
Materials::getEventEndReload().disconnect(endreload_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all EndReload events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Materials::getEventEndReload().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Materials::getEventEndReload().setEnabled(true);

Return value

Event reference.

static Event<> getEventBeginReload() const#

event triggered before reloading all loaded materials (i. e. when reloadMaterials() is called), if the materials_reload_event console variable is enabled. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Notice
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Source code (C++)
// implement the BeginReload event handler
void beginreload_event_handler()
{
	Log::message("\Handling BeginReload event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections beginreload_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Materials::getEventBeginReload().connect(beginreload_event_connections, beginreload_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Materials::getEventBeginReload().connect(beginreload_event_connections, []() { 
		Log::message("\Handling BeginReload event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
beginreload_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection beginreload_event_connection;

// subscribe to the BeginReload event with a handler function keeping the connection
Materials::getEventBeginReload().connect(beginreload_event_connection, beginreload_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
beginreload_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
beginreload_event_connection.setEnabled(true);

// ...

// remove subscription to the BeginReload event via the connection
beginreload_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A BeginReload event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling BeginReload event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Materials::getEventBeginReload().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId beginreload_handler_id;

// subscribe to the BeginReload event with a lambda handler function and keeping connection ID
beginreload_handler_id = Materials::getEventBeginReload().connect(e_connections, []() { 
		Log::message("\Handling BeginReload event (lambda).\n");
	}
);

// remove the subscription later using the ID
Materials::getEventBeginReload().disconnect(beginreload_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all BeginReload events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Materials::getEventBeginReload().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Materials::getEventBeginReload().setEnabled(true);

Return value

Event reference.

Ptr<Material> loadMaterial ( const char * path ) #

Loads a material stored by the given path. The function can be used to load materials created during application execution or stored outside the data directory.

Arguments

  • const char * path - A path to the material (including its name).

Return value

A loaded material.

bool isMaterialGUID ( const UGUID & guid ) const#

Returns a value indicating if a material with the specified GUID exists.

Arguments

Return value

true if the material with the specified GUID exists; otherwise, false.

Ptr<Material> getMaterial ( int num ) const#

Returns the material by its number.

Arguments

  • int num - Material number.

Return value

A material.

Ptr<Material> findManualMaterial ( const char * name ) const#

Searches for a manual material by the given name.

Arguments

  • const char * name - A manual material name.

Return value

A manual material smart pointer.

Ptr<Material> findMaterialByGUID ( const UGUID & guid ) const#

Searches for a material with the given GUID.

Arguments

Return value

A material smart pointer.

Ptr<Material> findMaterialByFileGUID ( const UGUID & guid ) const#

Searches for a material with the given GUID of a material file.

Arguments

  • const UGUID & guid - A GUID of a material file.

Return value

A material smart pointer.

Ptr<Material> findMaterialByPath ( const char * path ) const#

Searches for a material stored by the specified path.

Arguments

  • const char * path - A loading path of the material (including a material's name).

Return value

A material smart pointer.

void setCachedMaterial ( const Ptr<Material> & mat ) #

Sets the material to be modified in runtime. This method is used together with setCachedState and getCachedMaterial() to change the material state in runtime without the necessity to recalculate the materials every frame and recompile the shaders. Using these methods is highly recommended if the material states are changed almost every frame or several times per frame.

Let's review an example use case that can make use of these methods. Assume that you have a performance-consuming material and you want to reduce its quality when it's rendered in reflections. The following pseudo code demonstrates the approach to using these methods:

Source code
MaterialPtr get_effect_material(bool quality)
	{
		Materials::setCachedMaterial(my_effect);

		Materials::setCachedState("quality", quality);

		return Material::getCachedMaterial();
	}

// switching quality of material depending on where it's rendered
void event()
	{
		bool quality = true;
		if (Renderer::isReflection())
			quality = false;

		MaterialPtr mat = get_effect_material(quality);
	}

Arguments

  • const Ptr<Material> & mat - The material to be modified in runtime.

Ptr<Material> getCachedMaterial ( ) #

Returns the material modified in runtime. This method is used together with setCachedMaterial() and setCachedState to change the material state in runtime without the necessity to recalculate the materials every frame and recompile the shaders. Using these methods is highly recommended if the material states are changed almost every frame or several times per frame.

Let's review an example use case that can make use of these methods. Assume that you have a performance-consuming material and you want to reduce its quality when it's rendered in reflections. The following pseudo code demonstrates the approach to using these methods:

Source code
MaterialPtr get_effect_material(bool quality)
	{
		Materials::setCachedMaterial(my_effect);

		Materials::setCachedState("quality", quality);

		return Material::getCachedMaterial();
	}

// switching quality of material depending on where it's rendered
void event()
	{
		bool quality = true;
		if (Renderer::isReflection())
			quality = false;

		MaterialPtr mat = get_effect_material(quality);
	}

Return value

The material modified in runtime.

void setCachedState ( const char * name, int value ) #

Sets the target state for the material to modify it in runtime. This method is used together with setCachedMaterial() and getCachedMaterial() to change the material state in runtime without the necessity to recalculate the materials every frame and recompile the shaders. Using these methods is highly recommended if the material states are changed almost every frame or several times per frame.

Let's review an example use case that can make use of these methods. Assume that you have a performance-consuming material and you want to reduce its quality when it's rendered in reflections. The following pseudo code demonstrates the approach to using these methods:

Source code
MaterialPtr get_effect_material(bool quality)
	{
		Materials::setCachedMaterial(my_effect);

		Materials::setCachedState("quality", quality);

		return Material::getCachedMaterial();
	}

// switching quality of material depending on where it's rendered
void event()
	{
		bool quality = true;
		if (Renderer::isReflection())
			quality = false;

		MaterialPtr mat = get_effect_material(quality);
	}

Arguments

  • const char * name - The name of the state to be changed.
  • int value - The target state value.

bool removeMaterial ( const UGUID & guid, bool remove_file = 0, bool remove_children = 1 ) #

Deletes a material. If the remove_file flag is enabled, the material file will be deleted as well. If the flag is disabled, the deleted material will be loaded again on the next application start-up. If the remove_children flag is enabled, all the children of the material will be deleted as well.

Arguments

  • const UGUID & guid - GUID of the material to be removed.
  • bool remove_file - Flag indicating if the material file will be deleted.
  • bool remove_children - Flag indicating if all the children of the material will be also deleted.

Return value

1 if the material is deleted successfully; otherwise, 0.

bool replaceMaterial ( const Ptr<Material> & material, const Ptr<Material> & new_material ) #

Replaces the material with the given one.

Arguments

  • const Ptr<Material> & material - A material to be replaced.
  • const Ptr<Material> & new_material - A replacing material.

Return value

1 if the material is replaced successfully; otherwise, 0.

bool saveMaterials ( ) const#

Saves changes made for all loaded materials.

Return value

true if materials are saved successfully; otherwise, false.

void compileShaders ( ) #

Compiles shaders for all loaded materials.

void reloadMaterials ( ) #

Reloads all loaded materials.

void destroyShaders ( ) #

Deletes all shaders used for the loaded materials.

void destroyTextures ( ) #

Deletes all textures used by the loaded materials.

void createShaders ( ) #

Creates all shaders for all loaded materials.

void createRenderMaterials ( ) #

Creates render materials (internal materials required for rendering). For example, you can create all necessary render materials during initialization to avoid spikes that may occur later.
Last update: 2024-08-16
Build: ()